%\subsection{GameCube and Game Boy Advance Connectivity}
%In the early 2000's, Nintendo experimented with connecting game consoles and gaming handhelds in the form of a link cable between the GameCube and the Game Boy Advance. This allowed players to play on the television screen (public information) and their Game Boys (private information) \citep{gba_gcn} (see Figure \ref{fig:gba_gcn}).

%\begin{itemize}
%\item \textbf{Input/output}: The Game Boys are used as traditional game controllers with standard buttons. The signal is then sent and processed to the GameCube. Depending on the game, feedback is shown either on the big screen or the individual screen. Additionally, each Game Boy has its own speaker than can play sounds depending on the players' actions. Up to four Game Boys can be connected simultaneously.
%\item \textbf{Social}: The main focus for the players is on the television screen. This allows for a shared experience. However, each player can also have their individual/private information on their Game Boy screen, which they may choose to share with the other players. Having to switch attention from screen to screen may result in a detached emotional experience, since players might focus too much on their own screen and not the public screen.
%\item \textbf{Accessibility}: The setup requires a lot of hardware to work: one television; one GameCube console; one Game Boy Advance per player; one link cable per player. These requirements make it difficult to gather a group of four people to play, since they will have to purchase a Game Boy Advance and a cable each.
%\end{itemize}

%\subsubsection{Assessing The Applicability}
%Encourages asymmetric play.

%\begin{figure}[htbp] \centering
%\begin{minipage}[b]{0.45\textwidth} \centering
%\includegraphics[width=0.60\textwidth]{Pictures/Design/gba_gcn} % Venstre billede
%\end{minipage} \hfill
%\begin{minipage}[b]{0.45\textwidth} \centering
%\includegraphics[width=0.60\textwidth]{Pictures/Design/wiiu} % Højre billede
%\end{minipage} \\ % Captions og labels
%\begin{minipage}[t]{0.45\textwidth}
%\caption{Players can use their Game Boy Advance as both a controller and secondary screen \citep{fsa}.} % Venstre caption og label
%\label{fig:gba_gcn}
%\end{minipage} \hfill
%\begin{minipage}[t]{0.45\textwidth}
%\caption{The Wii U GamePad can be used as both a controller and secondary screen %\citep{wiiu_gamepad}.} % Højre caption og label
%\label{fig:wiiu}
%\end{minipage}
%\end{figure}

\subsection{Wii U GamePad}
%\textbf{Gustav: unsure how/if we need to combine GBA-GCN and Wii U into one section}
In 2012, Nintendo released the Wii U console with the idea of asymmetric play. Every console included a "tablet controller" called the Wii U GamePad \citep{wiiu_features}  that can be used as both a controller and an extra screen (see Figure \ref{fig:wiiu}).

\begin{itemize}
\item \textbf{Input/output}: The tablet controller has 17 digital buttons and two analogue sticks, as well as a resistive touchscreen that can be used with a stylus. It includes motion controls, two cameras, a microphone, speakers, vibration features and support for Near Field Communcation \citep{nfc}. However, only two Wii U GamePads can be used at the same time \citep{wiiu_multiple} (other controllers such as the standard Wii Remote can be used instead).
\item \textbf{Social}: Due to the limit of how many GamePad controllers that can be used simultaneously, other players are forced to use different controllers, such as the Wii Remote or the Wii U Pro Controller (similar to traditional controllers). This can potentially create unbalance in the social experience, since players don't have the same inputs/outputs due to the technical features of each controller.
\item \textbf{Market penetration}: In January 2014, the Wii U has sold 5.86 million units world-wide \citep{wiiu_sales}. The GamePad controller is bundled with each Wii U console.

\end{itemize}

\underline{Assessing The Applicability}

The GamePad has a lot of different technologies that seem to have much potential for asymmetric multiplayer games, both as input technology (e.g.\ touchscreen, camera and motion sensors) and output technology (e.g.\ screen and vibrations). An example of this is \textit{NintendoLand} (2012) where people play using different amounts of information. Some of the players only have access to the television screen, while the player with the GamePad has access to the television screen \textit{and} the screen on the controller. This can be used for unbalanced asymmetric information (see Section \ref{ass}). The two screens can show different information, e.g.\ two different perspectives of the map in the game (see Figure \ref{fig:wiiu}). However, it can be argued that having to switch one's attention between multiple screens can be difficult.

The main feature is obviously the touchscreen, but another feature worth considering is the NFC technology, which could be combined with other devices, such as smartphones. However, all things considered, the major drawback is the fact that there is a limit of only two GamePads being used at the same time. Also, GamePads can't be bought separately \citep{wiiu_sep}.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.70\textwidth]{Pictures/Design/wiiu}
\caption{The Wii U GamePad can be used as both a controller and secondary screen \citep{wiiu_gamepad}.}
\label{fig:wiiu}
\end{figure}